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[IDEA] CE can remove items from Ruck, MDir can remove genes from Gene Booth
#31
I would really like a way for someone to be able to remove genes from the gene booth, or at least allow one variant to overwrite another. Even perfectly loyal geneticists can make mistakes and send an unstable gene to the booth. Currently the only ways to deal with that are to either have someone sacrifice themself to buy-remove-rebuy the gene and accept the stability penalty or to send another copy with a maxed out price to prevent people from buying it. Unless something has changed, stability loss is very hard to deal with and an easy trap for new players to fall into.
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#32
(03-24-2021, 12:41 AM)Splints Wrote: I would really like a way for someone to be able to remove genes from the gene booth, or at least allow one variant to overwrite another. Even perfectly loyal geneticists can make mistakes and send an unstable gene to the booth. Currently the only ways to deal with that are to either have someone sacrifice themself to buy-remove-rebuy the gene and accept the stability penalty or to send another copy with a maxed out price to prevent people from buying it. Unless something has changed, stability loss is very hard to deal with and an easy trap for new players to fall into.

Treating spliced genes the same as normal genes seems like it may have been an oversight.  Is there a reason to straight up overwrite the gene instead of having both be available to purchase?  Is there specifically a need to remove a gene from the booth or would the ability to remove it from being selected be sufficient? 

Genetics has spent material to send it, it seems like a mechanical bummer for it to just disappear.

PRed differentiating between spliced variants and normal mutations.
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